Total War: WARHAMMER

Total War: WARHAMMER

Drink It
50 Comments
DOLFKAT 11 Nov, 2018 @ 2:09am 
Oi m8 tanks foe all yo dedicatsjion
Wallets  [author] 10 Nov, 2018 @ 6:45am 
P.S. Please don't stikk it to me
Wallets  [author] 10 Nov, 2018 @ 6:44am 
Sorry folks, I've been rather short on free time lately. However, I was updating Rebanner II for Curse of the Vampire Coast anyway, so I took the extra time to put up Drink It II while I was at it.

PLEASE NOTE: Despite the name change, it doesn't change any new items from WH II.
DOLFKAT 24 Apr, 2018 @ 6:59am 
Oi m8 you betta juz copy paste this in the woh'emmah 2 vuzion or I iz gonna stikk it to ya
Urgat 18 Feb, 2018 @ 4:04am 
Hey! Apparently, many people miss your mod (I sure do, at least). I understand it's a lot of work updating it to WH2, but you were saying you could at least port this version w/o the new stuff? That would be better than nothing. Or if you could explain how to do it, maybe someone could take over? I'd at least try.
Realhollow 29 Jan, 2018 @ 9:02am 
Ah id just come to ask weather you planed to port it shame its not more popular but this was one of my fav mods in WH1 hope you get the time at some point :)
threepwood 23 Dec, 2017 @ 2:59pm 
Why have you forsaken us
HighRoller64 8 Nov, 2017 @ 6:24pm 
Would seriously LOVE this for game 2. This signifigantly cuts down on micro, making it more enjoyable. If you find the time (and i understand if you don't, really i do) please considering making a version for Mortal Empires.
Jim 27 Oct, 2017 @ 12:21am 
Not particulaly popular? You have almost 2000 subscribers! I would love to see this come to Mortal Empires.
threepwood 19 Oct, 2017 @ 3:50pm 
Well hope your time does free up. I'll be thinking of you every time I click my healing potions.
Wallets  [author] 18 Oct, 2017 @ 11:26am 
It's probably some other mod that (for whatever reason) overwrites part or all of the changes to abilities/items that this mod makes.
Elitewrecker PT 18 Oct, 2017 @ 9:14am 
I must have added some particular mod that is messing with this because it stopped working properly :-/
Wallets  [author] 18 Oct, 2017 @ 9:11am 
It may come to WH2 some day, but it's quite a bit of work to implement because every ability changed has to be redesigned, and I don't have a ton of free time presently. The mod also isn't particularly popular, so it isn't a big priority at the moment. I may copy it over to Warhammer II without updating it for the new items if people want it.
Walkabout 10 Oct, 2017 @ 9:53pm 
Works well for me but I don't have SFO. Hoping for a grand campaign port when the time comes.
threepwood 7 Oct, 2017 @ 5:23pm 
Would love to see this brought over to WH2!
Wallets  [author] 25 Aug, 2017 @ 1:34pm 
It's not incompatible, but if SFO is editing the same ability (for whatever reason) you may end up with half of one and half of the other.
lotus 25 Aug, 2017 @ 1:41am 
The mod is incompatible with SFO so that's where your problems come from
SolarGames 24 Aug, 2017 @ 9:42pm 
I have been testing this a bit. So from what I can see while the text for the item still says passive for the abilities on the item, in the detailed description it is normal (active etc). And in battle it is now active. This happened after the new SFO update. Has anyone else had problems after the new SFO update?
Wallets  [author] 14 Aug, 2017 @ 2:58pm 
Yeah, I don't know that anything in particular needs updating.

nelliel: Not in any meaningful way, I don't think so.
threepwood 13 Aug, 2017 @ 8:39am 
What a wonderful addon! Seems to be working well post-Norsca. Maybe there are some new items that need to be included, but I haven't noticed any yet.
Mumion der Unsterbliche 11 Aug, 2017 @ 12:07pm 
Update pls.
Realhollow 11 Aug, 2017 @ 12:02pm 
Could this also be adapted to use magic as well? or is only iteams as i swear hafe the tiem i forget that my Vlad can cast spells as he would much rather jsut cut people in hafe
Walkabout 6 Aug, 2017 @ 4:39am 
Dude had this mod for a while now and realised it is probably one of my favourites. Thanks heaps for this
Walkabout 21 Jul, 2017 @ 10:33pm 
great mod thanks
Saldyn 19 Jul, 2017 @ 4:30am 
Excellent mod!
Wallets  [author] 30 Jun, 2017 @ 5:50am 
I don't know offhand, but it's much easier to find things using DAVE (go to Library>Tools in Steam and look for the Total War Warhammer Assembly Kit if you don't have it installed) as its search function works unlike PFM's.
Doc_Calm 30 Jun, 2017 @ 3:54am 
Wallets, U seem skilled; I'm looking for a PFM ID/key that identifies Tilea & a couple southern realms, but I can't find one. Arg! I need to cripple their GDP, so the SOUTH doesn't waste my RAM on useless armies. Any PFM keys for super minor factions?
Wallets  [author] 2 Jun, 2017 @ 12:59pm 
There's no code involved in modding the game beyond LUA scripts, though this mod doesn't happen to use any. It's really just database stuff—you can see all of it using Pack File Manager (which will let you open up other people's mods) or Dave (which is the official tool, available through Library>Tools on Steam as long as you own the game).
Capt Beardie 2 Jun, 2017 @ 10:20am 
@wallets, not sure how modding works, but do you have your code hosted on git somewhere? Do you accept PRs?
Capt Beardie 2 Jun, 2017 @ 10:19am 
@wallets great for healing, how about the others?
Wallets  [author] 29 May, 2017 @ 3:20pm 
That is already the condition for healing potions.
Capt Beardie 29 May, 2017 @ 3:16pm 
About to give it a try, for the limited use healing potions, how about adding a condition when health < 50% ?

Same with courage or unbreakable, when Morale is < blah or Wavering.

And for major charge bonuses, "when unit is charging" ? If that is a thing
Wallets  [author] 29 May, 2017 @ 9:11am 
There's no mystery algorhythm. You can see the activation conditions on the ability.
Decomposed 28 May, 2017 @ 1:55pm 
@joprouix99 Not exactly what you're looking for, but in this mod you can assign your Heroes/Lords to the AI and they will use their abilities automatically during the battle:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=882588765
☸𝕵𝖔☸ 28 May, 2017 @ 7:14am 
I think I'd like an even more lazy version that make them all auto cast/constant...except magic...
Jus 27 May, 2017 @ 8:48pm 
Damn good mod man! But I hav to agree with Sex Havington III Esq (that name...) the usage of limited Potions at the start of a engagement could be senseless
Sex Havington III Esq. 26 May, 2017 @ 10:46am 
Please make a version of this that doesn't auto use limited use abilities. Otherwise the mod is never going to be as widely subscribed as it could be since people (myself included) are afraid that your mystery algorithm will pop a healing potion before it is optimal (even if the algorithm is perfectly fine in that regard).
☸𝕵𝖔☸ 25 May, 2017 @ 1:10pm 
thx!
Mr. Floppy 25 May, 2017 @ 5:34am 
I like Drinkt it. Its a short and catchy name.
Cataph 25 May, 2017 @ 4:15am 
Title makes sense to me. Although it makes me start muttering "bop it, flick it, drink it, do it" with a bit of Daft Punk rhythm.

Anyway, good going, weapon abilities never made much sense to me. I stand behind the one-gulp potions, but not the weapons.
Vincente Steele 24 May, 2017 @ 12:41pm 
Drink it just makes sense.
Decomposed 24 May, 2017 @ 8:53am 
Gotcha ;)
Wallets  [author] 24 May, 2017 @ 8:38am 
The real answer is that I went with the name for a number of reasons:

Reitem or similar might have been the most obvious, but as Rebanner completely reworks banners and this mod only reworks the abilities on items, I felt that would be misleading. Reitemabilities is a bit cumbersome.

The point of the mod is to make your heroes/generals drink their own damn potions, so "Just Drink It" was an obvious encapsulation of the purpose of the mod.

It needed to be short enough to reuse the basic layout of the icon for Rebanner, and I'm not fond of long names anyway, so it got shortened to Drink It.

You could always rename your local copy if it makes you feel better.
Elitewrecker PT 24 May, 2017 @ 8:20am 
That's so vanilla titles.
Wallets  [author] 24 May, 2017 @ 7:58am 
Yep.
Pullo 24 May, 2017 @ 12:06am 
Cool, Thx
Wallets  [author] 23 May, 2017 @ 12:36pm 
They're automatically activated when the unit meets some set of conditions.
Elitewrecker PT 23 May, 2017 @ 12:35pm 
I know how those work what I mean to ask is: you say "your heroes can decide for themselves when to drink their potions". So are those still activateable or automatic?
Wallets  [author] 23 May, 2017 @ 12:29pm 
Some of them are only activated once, some multiple times. If it has limited uses, there's a little icon that looks like a reload symbol in the top right with a number next to it (in the same place the cooldown shows up).
Elitewrecker PT 23 May, 2017 @ 11:00am 
I'm not getting it right, how do single use items like the potions work now? They are activated at a specific point only once?